Page 19 of 31 FirstFirst ... 9171819202129 ... LastLast
Results 181 to 190 of 301

Thread: AeroCalc v2.0 - Scouts now included

  1. #181
    Join Date
    Jun 2010
    Location
    Dallas, TX
    Posts
    1,082

    Default

    I believe there was a report previously listed in this thread showing the lack of 100 range... Didn't prove 0 range, could have been 99 even, but I believe it is here somewhere

    Edit: found it http://evonyurl.com/swtumb
    Last edited by AeroAgg06; 11-18-2010 at 08:07 AM.

  2. #182
    Join Date
    May 2010
    Location
    In you Town- Whoops sorry Conquered ya town mate.
    Posts
    1,529

    Default

    Quote Originally Posted by AeroAgg06 View Post
    So has it been decided that cav must be @ 0 range to attack as opposed to the 100 it says?

    Is this true for other mel?e units as well?

    If it is true for others, does that include Rams who say they have a 600 range?



    Also, unit vs unit bonuses

    1.6 pike vs cav/phrax
    .8 AA vs DA
    1.1 sword vs pike
    1.2 cav/phrax vs archer
    0.7 Bally vs phrax


    Could that 0.7 hold true against cav also? And is it possible it applies to all ranged units vs horseback?

    Am I missing any other UvU bonuses?
    I Personally have not used any off these changes in bonuses my self because they were came up with verse Historic Cities, to sort of fit with the int/attack.

    Simple fact is historic don't have a difference in Unit Vs Unit Bonus compared to PvP, so this can easily be checked with valley attacks, which is were the original ones came from.


    Quote Originally Posted by un3x View Post
    NOT true.

    No changes in any bonuses and range.

    The single thing is that HC 14-18 have +100% life, at least for all reports that i verified. Work in progress for adding or not 85 intel ....

    That can be a limit, nothing yet over +100% life, waiting for some reports for 12 stars.

    First look, balls vs phracts 450*0.7 / (1500*1.4) = 450 / (1500*2), so not 1.4 life boost and 0.7 bonus, but 2 life boost and no bonus.

    .

    You may be right about the 100% Life Bonus on HC14s+

    as for Range your right nothing has been changed, but your also wrong, because it was proven quite some time ago in AGE1 that all melee had 0 range, besides Rams which actually have the 600 range, none of this if effected by Archery Tech of course its all proven in battler reports.

    Anyways Unix you should simply post some battle reports to prove your theories.

    Atm it seems the only thing that's change in evony combat is life bonus. I havn't seen any indication in pvp that other bonuses have changed so.

    Spawn- AgeII Na13 - Massacre Founder
    Every one of your enemies has a weakness, you only have to find it, Unless you find your self facing me, were it shall be your weakness that leads to your demise - Spawn.

  3. #183
    Join Date
    May 2010
    Location
    anywhere
    Posts
    309

    Default melee range

    I'm totally surprised abut melee range i need to do some tests before. but not pvp tests, sorry. if you have already a report, PM me please. ty.

    .

  4. #184
    Join Date
    May 2010
    Location
    anywhere
    Posts
    309

    Default cavs range

    Quote Originally Posted by AeroAgg06 View Post
    I believe there was a report previously listed in this thread showing the lack of 100 range... Didn't prove 0 range, could have been 99 even, but I believe it is here somewhere

    Edit: found it http://evonyurl.com/swtumb
    This isn't a proof, cavs will hit first the warriors because melee hit closest unit first. both cavs and warriors will be at 100 distance from walls in first round. that's why the archers not get hit even they have combined attack over warriors. this is a very common hit, sometime including phracts as a main force.
    this also decrease archers power to 1/4 (25%) and can be prevented only with minim 1 pult in deffence.

    .
    Last edited by un3x; 11-18-2010 at 10:59 AM. Reason: melee priority

  5. #185
    Join Date
    Jun 2010
    Location
    Dallas, TX
    Posts
    1,082

    Default

    So someone needs to send 100 cav against 100k archer and 1 Bally in a CD to confirm it

  6. #186

    Default

    Just when I thought I'd heard every myth...

    Edit: there you go, didn't take too long; battlena21.evony.com/default.html?logfile/20101118/f1/cb/f1cba23a6fd121e88ce76624563e229f.xml

    "... because it was proven quite some time ago in AGE1 that all melee had 0 range" don't swallow everything you're told.
    Last edited by Birtles; 11-18-2010 at 12:01 PM.
    _______________
    Combat Calculators
    Age I --- Age II

  7. #187

    Default

    Quote Originally Posted by un3x View Post
    This isn't a proof, cavs will hit first the warriors because melee hit closest unit first. both cavs and warriors will be at 100 distance from walls in first round. that's why the archers not get hit even they have combined attack over warriors. this is a very common hit, sometime including phracts as a main force.
    this also decrease archers power to 1/4 (25%) and can be prevented only with minim 1 pult in deffence.

    .
    Yes, the spreadsheet is flawed in that melee units are always targeting the block with the highest attack value first if all are in range.

    The priority should be to choose the closest unit first, then if a tie choose the highest attack block.


    The fix for the spreadsheet (or A fix):

    replace the formula in all melee attack cells such that 0 results if the range of the opposing unit is not equal to the minimum range of all opposing units:

    i.e. in cell Z73, replace "=IF(AA$3>=AE3,$D89*AD252,0)" with "=IF(AND(AA$3>=AE3,AE3=MIN(AE$3:AE$14)),$D89*AD252 ,0)"


    (and repeat for all melee unit cells).
    edit: note to use MAX instead of MIN when editing for defenders.
    Last edited by Chumwit; 11-18-2010 at 03:44 PM.

  8. #188

    Default

    Quote Originally Posted by Birtles View Post
    Just when I thought I'd heard every myth...

    Edit: there you go, didn't take too long; battlena21.evony.com/default.html?logfile/20101118/f1/cb/f1cba23a6fd121e88ce76624563e229f.xml

    "... because it was proven quite some time ago in AGE1 that all melee had 0 range" don't swallow everything you're told.

    Try sending pure cavs vs archers+ same amount of wars with ballistias defending. Then archers+ same amount of wars without ballistia.


    Also dont archers in a defending city still get range boost from walls and tech even in CD? that is not the case with vallies.. or not max tech anyway.

    This isn't a proof, cavs will hit first the warriors because melee hit closest unit first. both cavs and warriors will be at 100 distance from walls in first round. that's why the archers not get hit even they have combined attack over warriors. this is a very common hit, sometime including phracts as a main force.
    closest unit first? Archers and warriors will be at same distance from the cavs if cavs can reach 1.6k range. Since battle field is 1.6k with ballistas. unless I am missing something else here.
    Both will be within same distance. and archers should die because they have higher combined attack. this doest happen in that report.
    Last edited by DaveV; 11-18-2010 at 09:33 PM.

  9. #189

    Default

    Archers are at 1600 Cavs will move to 1500 wars will move to 1500. So wars is nearer to cavs.

  10. #190
    Join Date
    May 2010
    Location
    anywhere
    Posts
    309

    Default ?

    Quote Originally Posted by DaveV View Post
    Try sending pure cavs vs archers+ same amount of wars with ballistias defending. Then archers+ same amount of wars without ballistia.


    Also dont archers in a defending city still get range boost from walls and tech even in CD? that is not the case with vallies.. or not max tech anyway.


    closest unit first? Archers and warriors will be at same distance from the cavs if cavs can reach 1.6k range. Since battle field is 1.6k with ballistas. unless I am missing something else here.
    Both will be within same distance. and archers should die because they have higher combined attack. this doest happen in that report.
    The archers don't move having cavs in range. only warrs move. they have short range, only 20, and don't hit the cavs unless they move at 100 from walls where meet the cavs.

    Please use standard position: 0 mean the walls. (cavs reach 0, being at 100).

    .

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •